Amro

Attributes

BRAWN 2
AGILITY 3
INTELLECT 5 (4+1 Torso)
CUNNING 4 (3+1 Arms)
WILLPOWER 4 (3+1 Legs)
PRESENCE 4 (3+1 Head)
Soak 4 (2BRA+2)
Melee Defence 0
Ranged Defence 0
Wounds 12 (10+2BRA)
Strain 14 (10+3+1WILL)

Skills

Athletics (BRA/AGI) 2 Perception (CUN) 2
Brawl (BRA) 2 Piloting (AGI)
Charm (PRE) Ranged (AGI) 3
Coercion (WILL) 1 Resilience (BRA) 2
Computers (INT) Skullduggery (CUN)
Cool (PRE) 2 Stealth (AGI) 1
Coordination (AGI) 1 Streetwise (CUN)
Deception (CUN) Survival (CUN)
Discipline (WILL) 2 Vigilance (WILL) 2
Driving (AGI) 2 Knowledge Arc (INT) 2
Leadership (PRE) 1 Knowledge Solar (INT) 2
Mechanics (INT) 3 Knowledge Void (INT) 2
Medicine (INT) Class Ability (WILL) 2
Melee (BRA) 1 Class Grenade (CUN) 2
Negotiation (PRE) Class Melee (BRA) 2
Operating (INT) Super (INT) 2
Ghost
Najma




Species
Children

Experience
Gained
420
Spent
245
Known Schematics
  • Kinetic SMG
  • Kinetic Auto Rifle
  • Kinetic Sniper Rifle
  • Arc Machine Gun
  • Solar Rocket Launcher
Rules References
Weapons
Variant Melee Weapons
Combat Rules
Vehicle Combat Rules

Qualities & Effects
List of Subclass Verbs
List of Weapon Qualities
List of Misc Keywords
List of Status Effects

Crafting
Weapon Crafting
Weapon Perks

Level-Up
New Talents
Genesys Talents

Gear

 

Armour

Head: +1 Presence
Torso: +1 Intellect
Arms: +1 Cunning
Legs: +1 Willpower
 

Weapons

Samsara, a Crafted Kinetic Support Frame Auto Rifle
Name Damage Critical Range Qualities Hardpoints
Samsara (Auto Rifle) 6 3 Long Auto-Fire; Blast (3) ; Circle of Life; Support Frame; 0/3
Autofire (aa)(active): Attacks with this weapon are made at +d. If the Attack hits, the attacker may trigger this quality multiple times to deal an additional hit to the target. These additional hits inflict the same damage as the initial hit (base damage + hits in most cases). These additional hits can be allocated to the initial target, or other valid targets for the weapon. An Autofire weapon can inflict up to one Critical Hit per hit scored if they have sufficient Advantages to spend.
Blast (x)(aa)(active): When this quality is activated each character (friend or foe) within Short Range of the target suffers damage equal to this weapon's Blast quality (plus hits as normal).
In addition, this quality can be activated on a missed attack roll for aaa, in which case the initial target and all characters in Short Range take Blast damage as described above.
Circle of Life (Tier 2)
Weapons: Any Support Frame;
Whenever you expend one or more stacks of Restorative Charge to heal an Ally you gain one stack of Circle of Life. When you perform an Attack with this weapon against an Enemy, remove all stacks of Circle of Life and increase the base Damage of this weapon by 1 for each stack. Whenever you perform any Action other than an Attack with this weapon, remove all stacks of Circle of Life.
Support Frame (Tier 3)(frame)(ammo)
Weapons: Any;
Special: This Perk also counts as an 'Ammo' Weapon Attachment, this weapon cannot have another Ammo type.
Each time this weapon kills an enemy, you gain one stack of Restorative Charge. While you have one or more stacks of Restorative Charge you can make Attacks targetting Allies. When you do, as long as you hit, you deal no damage and you can remove up to 3 stacks of Restorative Charge to heal the same number of Wounds from that Ally, +1 Wound for each additional s or a.

 

A Kinetic Omolon Auto Rifle
Name Damage Critical Range Qualities
Auto Rifle 6 3 Medium Auto-Fire
Autofire (aa)(active): Attacks with this weapon are made at +d. If the Attack hits, the attacker may trigger this quality multiple times to deal an additional hit to the target. These additional hits inflict the same damage as the initial hit (base damage + hits in most cases). These additional hits can be allocated to the initial target, or other valid targets for the weapon. An Autofire weapon can inflict up to one Critical Hit per hit scored if they have sufficient Advantages to spend.

 

A Kinetic Bow
Name Damage Critical Range Qualities
Bow (Quickdraw) 6 3 Medium Linked(1)
Bow (Full Draw) 7 2 Long Accurate (1) ; Pierce(1) ; Prepare(1)
Linked (x)(aa)(active) This quality may be triggered up to (x) times, each time this quality is triggered the initial target suffers one additional hit from this weapon. These additional hits inflict the same damage as the initial hit (base damage + hits in most cases). These additional hits can only be allocated to the initial target. A Linked weapon can inflict up to one Critical Hit per hit scored if they have sufficient Advantages to spend.
Accurate (x)(passive): The attacker adds +(x)b to their Attacks with this weapon.
Pierce (x)(passive): This weapon ignores up to (x) points of Soak.
Prepare (x)(passive): This weapon must perform (x) Manoeuvres preparing before an Attack can be made with it.

 

A Solar Pulse Rifle
Name Damage Critical Range Qualities
Pulse Rifle 7 3 Long Linked(2)
Linked (x)(aa)(active) This quality may be triggered up to (x) times, each time this quality is triggered the initial target suffers one additional hit from this weapon. These additional hits inflict the same damage as the initial hit (base damage + hits in most cases). These additional hits can only be allocated to the initial target. A Linked weapon can inflict up to one Critical Hit per hit scored if they have sufficient Advantages to spend.

 

A Void-Elemental Omolon Shotgun
Name Damage Critical Range Qualities
Shotgun 8 3 Medium Blast(4) ; Limited(2) ; Pierce(5) in Short Range only; Vicious(1)
Blast (x)(aa)(active): When this quality is activated each character (friend or foe) within Short Range of the target suffers damage equal to this weapon's Blast quality (plus hits as normal).
In addition, this quality can be activated on a missed attack roll for aaa, in which case the initial target and all characters in Short Range take Blast damage as described above.
Limited (x)(passive): A weapon with this quality can make up to (x) attacks before it needs to be reloaded (it can still be made to run out of ammo using threats/despairs as normal).
Pierce (x)(passive): This weapon ignores up to (x) points of Soak.
Vicious (x)(passive): Add +10(x) to Critical Hits made by this weapon.

 

A Solar-Elemental Omolon Rocket Launcher
Name Damage Critical Range Qualities
Rocket Launcher 15 3 Extreme Blast(8) ; Breach(1) ; Limited(1) ; Restricted (2) ;
Blast (x)(aa)(active): When this quality is activated each character (friend or foe) within Short Range of the target suffers damage equal to this weapon's Blast quality (plus hits as normal).
In addition, this quality can be activated on a missed attack roll for aaa, in which case the initial target and all characters in Short Range take Blast damage as described above.
Breach (x)(passive): Hits from weapons with this quality ignore (x) points of vehicle Armour or 10(x) points of Soak.
Limited (x)(passive): A weapon with this quality can make up to (x) attacks before it needs to be reloaded (it can still be made to run out of ammo using threats/despairs as normal).
Restricted (x)(passive): This weapon's ammuntion is scarce. This weapon can only be reloaded up to (x) times, after which the weapon cannot be used until more ammo is found.

 

 

Incidental

  • Three Shock Daggers and one Shock Pistol looted from Fallen Dregs in the tunnels between Tower Hill and Liverpool Street. Being designed for Eliksni physiology, these items are useful only as trophies (for now, anyway).
  • A shattered Sidearm carried by a Yeoman in service of a Warlord.
  • Scraps taken from a Fallen Walker in the streets between Liverpool Street and Old Street.
  • An unequipped +1 WIllpower Torso Armour.
 

Arisen Abilities

  • When an ability adds a keyword or Subclass Verb with a variable (x) in its name, that variable is set to a number equal to the Arisen's ranks in the relevant Knowledge skill (Arc, Solar or Void).
 

Class Grenade

 

Class Melee

 

Class Abilities

 

Super Ability

An Arisen can Activate their Super as long as they have an amount of Light equal to at least 10 - their Intellect.
An Arisen can Activate their Super as an Out of Turn Incidental and it ends when they have no Light remaining.
While an Arisen is performing their Super, they increase their Soak by their Intellect.
While an Arisen is performing their Super, they increase all damage dealt by their Intellect.
While an Arisen is performing their Super their movement speed is doubled.
While an Arisen is performing their Super, they can expend Light to remove one d from any check they make any number of times. This can reduce the difficulty of a check to nothing. This cannot remove c from checks.
While an Arisen is performing their Super, when an ability calls for their ranks in Knowledge, they can substitute their Intellect if it is higher.
While an Arisen is performing their Super, each time they perform an Action they expend one Light.
While an Arisen is performing their Super, they cannot gain Light. Each time an Arisen kills an enemy with an Attack during their Super, each friendly Arisen in Short Range gains one Light.
 

Misc Arisen Abilities

Misc Arisen Abilities
Ghost: Every Arisen is bonded to a Ghost.
Healing: At the beginning of an Arisen's Activation, if they have not taken any damage since the end of their previous turn, they heal 2 Wounds and 1 Strain. This increases cumulatively for each round they avoid damage (4 Wounds and 2 Strain on the second turn and so on). If they have no Wounds or Strain left to recover, at the start of each Activation that they would heal they take a Resilience check against any Critical Injuries they have taken, starting with the most severe.
Light: At the beginning of an Arisen's Activation, they gain 1 Light. Each time they kill an enemy, and when certain other triggers are met depending on their talents, they gain 1 Light. Light can be spent to perform various effects depending on talents, most notably to cast a Super ability. They can have a maximum amount of Light equal to 10 + their Intellect.
Paracausal Entity: An Arisen's Brawl damage is considered to be Paracausal. This means that they can destroy Ghosts, along with other Paracasually protected characters.
Revival: When an Arisen is killed, their body can be revived by their Ghost.

 
 

Talents

All-Terrain Driver (Tier 1)(passive)(vehicle)
Do not suffer usual penalties for driving through Difficult Terrain when using Driving.
Creative Design (Tier 1)(passive)(ranked)(crafting)
As part of resolving a successful Crafting(Mechanics) check, you may also apply a result equal to spending a number of a equal to your ranks in this talent. The GM may then apply a result equivalent to the same number of h.
Flow State (Tier 1)(passive)(ranked)(arc)(movement)
When you defeat an enemy who is Jolted you become Amplified fora number of rounds equal to your ranks in this Talent.
Amplified (x)(passive): An Amplified character may take a second manouevre in their turn without suffering Strain (this does not increase the maximum number of manouevres a character can make). This effect lasts for (x) turns.
Hand on the Throttle (Tier 1)(active)(incidental)(vehicle)
Once per round while driving or piloting a Vehicle, you may use this talent to increase or decrease its speed by 1, to a minimum of 0 or a maximum of the vehicle's max Speed.
Let's Ride (Tier 1)(active)(incidental)(vehicle)
Once per round during your character's turn, your character can use this talent to mount or dismount from a Vehicle or Animal, or move from one position in a vehicle or animal as an incidental. In addition, if your character suffers a short-range fall from a vehicle or animal, they suffer no damage and land on their feet.
Precision (Tier 1)(active)(incidental)
When making a Brawl, Melee or Ranged Attack against an enemy you can see and that is within the weapon's Range, you may use Cunning instead of Brawn or Agility.
Redundant Systems (Tier 1)(active)(action)(crafting)
Once per session you may take a Redundant Systems Action; make an Easy (d) Mechanics check to harvest components from a functioning device to repair a broken one without breaking the first device.
Signature Vehicle (Tier 1)(passive)(crafting)(vehicle)
Choose one Vehicle with a Silhouette of 3 or lower that your character owns. This Vehicle is your "Signature Vehicle". Upgrade the ability of all Mechanics checks made to work on the Signature Vehicle once. If the Signature Vehicle is ever lost or destroyed you may apply Signature Vehicle to a new Vehicle that meets the requirements.

Arc Adept (Tier 2)(passive)(arc)(affinity)
When you use an Arc elemental Class Ability, the first effect you add does not increase the difficulty of that ability.
Creative Design Rank 2
Elemental Gunsmith (Tier 2)(passive)(ranked)(crafting)(affinity)
Requires at least 1 Elemental Adept When you create an Elemental Weapon with an element that matches your Elemental Adept Talent, you may choose to suffer 2 Strain up to a number of times equal to your ranks in this talent to remove 1 purple die from either of the crafting checks for each 2 Strain suffered this way.
Inventor (Tier 2)(active)(incidental)(ranked)(crafting)
When you make a check to construct new items or modify existing ones, use this talent to add a number of b equal to your ranks of Inventor. In addition, you may attempt to reconstruct devices you have heard described but have not seen and do not have any kind of plan or schematic for.
Solar Adept (Tier 2)(passive)(class ability)(solar)(affinity)
When you use a Solar elemental Class Ability, the first effect you add does not increase the difficulty of that ability.
Void Adept (Tier 2)(passive)(void)(class ability)(affinity)
When you use a Void elemental Class Ability, the first effect you add does not increase the difficulty of that ability.

Pattern Harmoniser (Tier 3)(active)(crafting)
You may choose one Weapon in your inventory and destroy it. You permanently unlock the schematic for that Weapon type, decreasing the difficulty of future checks to create Weapons of that type by -d.

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